Hello there. I have no idea if this is the right place, but BnB was probably my favorite OM of the month when it was OM of the month, and so I've been doing some teambuilding for it independently for a while, as I did not know that this forum existed until recently. That said, there are two teams that I have come up with in the interim that I am particularly proud of, as they stand outside my typical wheelhouse of fast, frail offense(in part because I'm not certain it's possible to have a really frail mon in this meta) and I thought that I would post their Pokepastes and a brief breakdown of what they're trying accomplish here for your perusal and critique. If this is not an appropriate place for this sort of thing, please tell me and I will happily delete this. That said, on to the teams:
Hazard Stack BO(Feat. Crawdaunt & Ting-Lu):
https://pokepast.es/d24fa74b455654ea
This is more fast-paced of the two teams(relatively), and wants to set hazards, keep them up, potentially reset them, and use constant offensive pressure to force the opponent to switch out and rack up hazard damage for the win.
Ting-Lu is there to be fat, set rocks, stop sweeps with Whirlwind, and get damage with EQ and Ruination. Being Ting-Lu, although it doesn't benefit much from the boosting, only getting a base 90 speed tier(which doesn't seem terribly fast with all the mons sitting at a pre-boost base 50 and up) and the theoretical ability to use its extremely shallow special movepool, it is still incredibly bulky and can reliably make progress by getting up rocks and forcing recovery or switches with ruination and whirlwind to let its teammates come in safely. Earthquake for when that outdamages ruination or it needs to actually KO something, Tera Poison because that's what it runs in OU and probably isn't actively terrible here. I've considered running stomping tantrum over EQ to potentially take advantage of Ruination misses or being taunted as I click a status move, as well as maybe running Payback over Ruination. That's the really difficult question, because I know Skarm has to be pretty common in the tier, and Ting-Lu always loses the 1v1 if it comes down to a battle of the walls if it doesn't run Payback. The question is do I accept that issue and deal with Skarm using Ting-Lu's teammates while reaping the benefits of being able to just immediately halve the HP of walls like Dondozo, Clod, and Bliss, or is it tha much of a problem and do I need to give up the broad anti-stall utility for this specific matchup?
Forretress is a bulky, reliable(thanks to HDB+sturdy) spiker, rapid spinner and Volt Switch pivot that can also potentially get some chip with Bug Buzz and potentially scare out some mons with threat of a (nonexistent) explosion. I like this set a lot, it's got very solid defensive typing that meshes well with Ting-Lu, and Tera Water is there because, even though it probably won't be tera'd very often, the ability to live a Fire attack and volt switch/get up a layer of spikes after you spin could be useful.
Clefairy is the first of my mons that's here to exert offensive pressure. Magic Guard protects it from hazards, poison, and Salt Cure, so boots aren't required and it can run a no-recoil life orb that pairs very well with its new base 120 SpA. Tera Fire to resist steel moves and get STAB Flamethrower. Calm Mind+STAB Moonblast is already a proven combo on many fairy types across many metas. I added Flamethrower for coverage(I chose it over Fire Blast for two reasons:100% accuracy=better and more PP=more chances to burn/crit) and Moonlight to recover whatever damage the opponent manages to hit it with. I also very seriously considered running knock off for extra utility and to make sure my hazards work, but ended up going for the extra sustain, although this is the decision that I am the least sure about on this team. The EV spread was because I couldn't decide which defense to invest in, and then figured that investing in HP would benefit them both and just did that.
Salazzle is another offensive mon, and the first really speedy mon on the team. Boots because if you're a fire-type you gotta have 'em, Tera Grass to resist Ground and Water moves, Dragon Dance for boosting and threatening more offensive teams, Fire Lash because unless you have Flash Fire, it's not really something most mons care to switch into, Poison Jab over Gunk Shot for the same reasons Clef is running Flamethrower over Fire Blast, and Encore to mess with opposing setup/rockers/anything that clicked a recovery move. I also considered Toxic over Encore to get more passive damage going(and to poison steel-types. I'm pretty sure Corrosion doesn't let Poison Jab do anything to them), but opted against it because I felt Encore was more widely usable
Flutter Mane is the fastest mon on the team, my spinblocker, and another potential Calm Mind breaker or sweeper. Shadow Ball and Moonblast are STAB and Mystical Fire is the result of a literal coin flip between that and Power Gem. Tera Fire because again, it's a solid defensive type
Crawdaunt is on the team because I like him and because I've heard many a person say that the only reason Crawdaunt wasn't an absolute demon from its introduction was that it didn't have the bulk or speed to succeed, despitea very good ability in Adaptability and a very solid movepool for breaking. Well, now it has that bulk and a usuable speed stat, so I gave it Knock Off for big damage, Crabhammer as a nuclear weapon, Aqua Jet for revenge killing, boots to let it enter multiple times, and Dragon Dance to make it as hard as possible for offensive and defensive teams to switch into it. Tera Water to make double sure it kills what it hits.
Overall, I like this team a fair amount, but I'm a little concerned about Crawdaunt alone potentially not being enough Knock Off, as well as the double fairy types potentially making the team weak to Skarmory.
Hazard stack balance feat. Ribombee:
https://pokepast.es/2f1b5236139b85fe
This is a slower paced team that, much like the first, wants to set, reset, and keep hazards up, then win through knocking off boots and forcing switches through a combination of offensive pressure and the threat or reality of further passive damage.
Naclstack: Although eviolite is banned(and thank god, because this would be terrifying otherwise), it's still overall bulkier than its evolution thanks to a base 130 Sp.Def. Purifying salt is an amazing ability, making it a good status absorber, Tera Water lets it resist incoming water and steel moves(although Tera Fairy,Steel,Ghost, and Dragon were also considered), and Lefties provide good passive recovery. The given EV spread and nature lets it just barely live a base 130 attack Close Combat before Tera, and tank a neutral CC from scarf Koraidon under sun post Tera with around 40% left afterwards, Salt cure it, and leave, while also investing as many EVs as possible in its special defense. Salt Cure is possibly the most free click for any mon I've ever built with, since nothing without Magic Guard can switch in on it safely thanks to the chip and, especially accounting for Tera Water, wins it the 1v1 vs. Dondozo and Skarm. Stealth Rock because this is a hazard stack team, Recover to stay healthy, and protect to scout choiced mons while also getting lefties and salt cure chip.
I decided to go with Brambleghast as my next choice. It's a ghost type that also gets rapid spin, so it can both block and remove hazards and lowers the pressure on the rest of the builder. Besides, although isn't terrific defensive typing, it's far from awful and, in combination with Ghasts' boosted 110/140/140 bulk, can switch in on almost everything that can threaten naclstack, as well as any wind moves. That's also why I decided to with a physically defenisve spread, to complement Naclstack's Special bulk. Tera Fairy because that's a solid defensive type in general. I then discovered that it also had spikes, for unparalleled role compression in combination with Rapid Spin and put those on there alongside Strength Sap for reliable healing and leech seed for additional recovery and passive damage(I also considered Shadow Sneak and Seed Bomb over leech seed so that it could do immediate damage outside of Rapid Spin, but I liked the recovery and switch-forcing of leech seed against many teams too much)
Clefairy is up next, and it's doing something very similar to the previous one, although I went with Tera Steel and a more specially defensive spread for this one to reflect the team's slower pace. I also decided that, because this team wasn't going to be exerting as much immediate pressure as the previous one, this Clef needed Knock Off over moonlight.
Salazzle is the same as previous and for very similar reasons. I wanted something fast that forced switches and was also hard to switch into and it fit the bill handily.
Mienshao: a Tera Steel RegenVest pivot with bulk for days, a second knock off user, Fake Out to stall turns, and Close Combat for when I just need to hit something
Ribombee: The mon I'm least certain about. With highly enhanced bulk, Quiver Dance, Stored Power, and Moonblast it poses a major offensive threat to almost every team, and Tera Psychic makes sure Stored Power hits as hard as possible while shield dust stops moves like Poison Jab and Flamethrower from statusing it. Substitute+92 HP EVs lets it make subs that require 2 seismic tosses to break. The majority of the investment is in SpA to hit the inevitable Tera Dark Unaware mons as hard as possible, and the rest is in defense because bulk is good and the special side is handled by Quiver Dance.
I'm very happy with most of this team, I think they all complement each other fairly well, but I am worried about Ribombee. Yes, it's a powerful hard hitting sweeper that's very hard to wall once it gets going, and that's all very well and good, but I'm concerned about the team's lack of recovery on/for two of its key members: Clef and Sal, who both need the sets they have to function as well as possible for the team but can be chipped down over long matches as a result, and I heavily considered using Alomomola to mitigate this issue as it's the only good wish-passer I can think of off the top of my head. But, since these aren't teams for NatDex, Alo lacks knock off and toxic, which makes it too passive for my liking and I could not think of any other potential wish passers. So I went with Ribombee because it was another bulky mon that provided significant offensive pressure.
And those are the teams. They were both made without any knowledge of the meta except the games I played while BnB was OMM and scrolling through the gen 9 pokedex looking for likely suspects. Feel free to tell me this is the wrong place for these or to rate my teams or whatever you wish. Thank you all for your time.